* ResourceType trait has been removed. * Simulation-related data is now defined on the ResourceLayer (which mods can subclass/replace). * Support non-money resources by moving the resource values to the PlayerResources trait. * Allow mods to disable the neighbour density override and instead always use the map-defined densities. * Allow mods to define their own resource placement logic (e.g. allow resources on slopes) by subclassing (Editor)ResourceLayer. * Improve ability to subclass/override ResourceRenderer by exposing more virtual methods.
254 lines
6.9 KiB
YAML
254 lines
6.9 KiB
YAML
^BaseWorld:
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Inherits: ^Palettes
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AlwaysVisible:
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ScreenMap:
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ActorMap:
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Selection:
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MusicPlaylist:
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VictoryMusic: score
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DefeatMusic: score
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TerrainGeometryOverlay:
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DebugVisualizations:
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TerrainRenderer:
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ShroudRenderer:
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ShroudVariants: shrouda, shroudb, shroudc, shroudd
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FogVariants: foga, fogb, fogc, fogd
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Index: 11, 3, 7, 9, 6, 13, 12, 14, 4, 8, 2, 1, 5, 10
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OverrideFullShroud: shroudfull
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OverrideFullFog: fogfull
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ShroudBlend: Multiply
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Locomotor@FOOT:
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Name: foot
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Crushes: crate, spicebloom
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SharesCell: true
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TerrainSpeeds:
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Sand: 100
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Rock: 100
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Transition: 100
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Concrete: 100
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SpiceSand: 100
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Spice: 100
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SpiceBlobs: 100
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Dune: 80
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Rough: 80
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Locomotor@VEHICLE:
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Name: vehicle
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Crushes: crate, spicebloom
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TerrainSpeeds:
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Sand: 100
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Rock: 100
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Transition: 100
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Concrete: 100
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SpiceSand: 100
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Spice: 100
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SpiceBlobs: 100
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Dune: 50
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Locomotor@TANK:
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Name: tank
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Crushes: crate, infantry, spicebloom
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TerrainSpeeds:
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Sand: 100
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Rock: 100
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Transition: 100
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Concrete: 100
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SpiceSand: 100
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Spice: 100
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SpiceBlobs: 100
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Dune: 50
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Locomotor@DEVASTATOR:
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Name: devastator
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Crushes: crate, infantry, spicebloom, wall
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TerrainSpeeds:
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Sand: 100
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Rock: 100
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Transition: 100
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Concrete: 100
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SpiceSand: 100
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Spice: 100
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SpiceBlobs: 100
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Dune: 50
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Locomotor@WORM:
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Name: worm
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TerrainSpeeds:
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Sand: 100
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Dune: 100
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SpiceSand: 100
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Spice: 100
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Faction@Random:
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Name: Any
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InternalName: Random
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RandomFactionMembers: atreides, harkonnen, ordos
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Description: Random House\nA random house will be chosen when the game starts.
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Faction@Atreides:
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Name: Atreides
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InternalName: atreides
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Description: House Atreides\nThe noble Atreides, from the water world of Caladan,\nrely on their ornithopters to ensure air superiority.\nThey have allied themselves with the Fremen, the fearsome\nnative warriors of Dune that can move undetected in battle.\n\nFaction Variations:\n - Combat tanks are balanced in terms of speed and durability\n\nSpecial Units:\n - Grenadier\n - Fremen\n - Sonic Tank\n\nSuperweapon:\n - Airstrike
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Faction@Harkonnen:
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Name: Harkonnen
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InternalName: harkonnen
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Description: House Harkonnen\nThe evil Harkonnen will stop at nothing to gain control of the spice.\nThey rely on brute force and atomic weapons to achieve their goals:\nwealth, and the destruction of House Atreides.\n\nFaction Variations:\n - Combat Tanks are more durable but slower \n\nSpecial Units:\n - Sardaukar\n - Devastator\n\nSuperweapon: \n - Death Hand Missile
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Faction@Ordos:
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Name: Ordos
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InternalName: ordos
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Description: House Ordos\nThe insidious Ordos of the icy planet Sigma Draconis IV\nare known for their wealth, greed and treachery.\nRelying heavily on mercenaries they often resort\nto sabotage and forbidden Ixian technologies.\n\nFaction Variations: \n - Trikes are replaced by Raider Trikes\n - Combat Tanks are faster but less durable\n\nSpecial Units:\n - Raider Trike\n - Stealth Raider Trike\n - Saboteur\n - Deviator
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Faction@Corrino:
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Name: Corrino
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InternalName: corrino
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Selectable: false
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Faction@Mercenaries:
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Name: Mercenaries
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InternalName: mercenary
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Selectable: false
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Faction@Smugglers:
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Name: Smugglers
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InternalName: smuggler
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Selectable: false
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Faction@Fremen:
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Name: Fremen
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InternalName: fremen
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Selectable: false
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D2kResourceRenderer:
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ResourceTypes:
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Spice:
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Sequences: spicea, spiceb, spicec, spiced
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Palette: d2k
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Name: Spice
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World:
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Inherits: ^BaseWorld
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ChatCommands:
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DevCommands:
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DebugVisualizationCommands:
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PlayerCommands:
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HelpCommand:
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ScreenShaker:
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BuildingInfluence:
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ProductionQueueFromSelection:
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ProductionPaletteWidget: PRODUCTION_PALETTE
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ActorSpawnManager:
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Actors: sandworm
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CrateSpawner:
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Minimum: 0
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Maximum: 2
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SpawnInterval: 1500
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WaterChance: 0
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ValidGround: Sand, Rock, Transition, Spice, SpiceSand, Dune, Concrete
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InitialSpawnDelay: 1500
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CheckboxDisplayOrder: 1
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DomainIndex:
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WarheadDebugOverlay:
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BuildableTerrainLayer:
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ResourceLayer:
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RecalculateResourceDensity: true
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ResourceTypes:
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Spice:
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ResourceIndex: 1
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TerrainType: Spice
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AllowedTerrainTypes: SpiceSand
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MaxDensity: 20
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ResourceClaimLayer:
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CustomTerrainDebugOverlay:
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SmudgeLayer@Rock:
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Type: RockCrater
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Sequence: rockcraters
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SmudgeLayer@Sand:
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Type: SandCrater
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Sequence: sandcraters
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MapCreeps:
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CheckboxLabel: Worms
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CheckboxDescription: Worms roam the map and devour unprepared forces
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CheckboxDisplayOrder: 5
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SpawnMapActors:
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MapBuildRadius:
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AllyBuildRadiusCheckboxDisplayOrder: 4
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BuildRadiusCheckboxVisible: False
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MapOptions:
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ShortGameCheckboxDisplayOrder: 2
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TechLevelDropdownDisplayOrder: 2
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GameSpeedDropdownDisplayOrder: 3
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CreateMapPlayers:
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MapStartingLocations:
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SeparateTeamSpawnsCheckboxDisplayOrder: 6
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StartingUnits@mcv:
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Class: none
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ClassName: MCV Only
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BaseActor: mcv
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Factions: atreides, ordos, harkonnen
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StartingUnits@lightatreides:
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Class: light
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ClassName: Light Support
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Factions: atreides
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BaseActor: mcv
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SupportActors: light_inf, light_inf, light_inf, trooper, grenadier, trike, quad
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InnerSupportRadius: 3
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OuterSupportRadius: 5
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StartingUnits@lightharkonnen:
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Class: light
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ClassName: Light Support
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Factions: harkonnen
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BaseActor: mcv
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SupportActors: light_inf, light_inf, light_inf, trooper, trooper, trike, quad
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InnerSupportRadius: 3
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OuterSupportRadius: 5
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StartingUnits@lightordos:
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Class: light
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ClassName: Light Support
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Factions: ordos
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BaseActor: mcv
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SupportActors: light_inf, light_inf, light_inf, trooper, engineer, raider, quad
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InnerSupportRadius: 3
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OuterSupportRadius: 5
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StartingUnits@heavyatreides:
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Class: heavy
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ClassName: Heavy Support
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Factions: atreides
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BaseActor: mcv
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SupportActors: light_inf, light_inf, light_inf, trooper, grenadier, trike, combat_tank_a, missile_tank
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InnerSupportRadius: 3
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OuterSupportRadius: 5
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StartingUnits@heavyharkonnen:
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Class: heavy
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ClassName: Heavy Support
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Factions: harkonnen
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BaseActor: mcv
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SupportActors: light_inf, light_inf, light_inf, trooper, engineer, quad, combat_tank_h, siege_tank
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InnerSupportRadius: 3
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OuterSupportRadius: 5
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StartingUnits@heavyordos:
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Class: heavy
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ClassName: Heavy Support
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Factions: ordos
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BaseActor: mcv
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SupportActors: light_inf, light_inf, light_inf, trooper, engineer, raider, combat_tank_o, missile_tank
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InnerSupportRadius: 3
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OuterSupportRadius: 5
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SpawnStartingUnits:
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DropdownDisplayOrder: 1
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PathFinder:
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ValidateOrder:
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DebugPauseState:
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RadarPings:
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ObjectivesPanel:
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ExitDelay: 0
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PanelName: SKIRMISH_STATS
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LoadWidgetAtGameStart:
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ScriptTriggers:
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StartGameNotification:
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TimeLimitManager:
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EditorWorld:
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Inherits: ^BaseWorld
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EditorActorLayer:
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EditorCursorLayer:
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EditorResourceLayer:
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RecalculateResourceDensity: true
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ResourceTypes:
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Spice:
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ResourceIndex: 1
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TerrainType: Spice
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AllowedTerrainTypes: SpiceSand
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MaxDensity: 20
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EditorSelectionLayer:
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LoadWidgetAtGameStart:
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EditorActionManager:
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